Game Narratives
Indoor Level » Devlog
Games make great paths that give landmarks in which the player is excited to get to the next one and the next one
Simple things like: lights from two sides of the room, ceiling height variety
The following is a list of the 15 aspects of the nature of order and how it applies to my game level:
- Levels of scale. Large beautiful things, medium details, tiny details
- Small : documents and keys
- Medium: separate rooms and character
- Exploring large level
- Strong centers
- Rooms could loop around to larger main room, possible expansion of connecting halls
- Boundaries (they create centers)
- Trims on walls
- THRESHOLDS and conflicting boundaries (found in story with more information of why the kingdom is run the way it is vs personal drive of revenge over lover's death
- Alternating Repetitions
- Switching between intense and calm, seen in calm, relatively empty halls and the rooms centralized around death
- Positive space
- Balance with negative space
- Crowded, detailed areas balanced by empty walls and halls
- Good shape
- Visually pleasing shapes
- Interesting level layout
- Extra example: Good dialogue rhythm
- Local symmetries
- Not overall symmetry
- Room symmetry, even with props (like pots)
- Deep interlock
- Emotional connection, comes from lover being killed
- Contrast
- Two opposites provide comedy
- Emphasizes relaxed and serious moments
- Emphasize room themes: serious vs relaxed tones, seen also in rooms vs halls
- Graded Variation
- Gradual changes are beautiful
- Each room has a varying emphasis on death, creates eerie feel that has developed over time
- Architecture
- Gradual change in story, perception of the kingdom’s governing changes
- Roughness
- Things aren’t perfect, gives human feel
- Imperfection creates interest
- Textures can look rough, create random arrangements (skeletons)
- Echoes
- Different angles line up
- Music and environments and mechanics have a good flow
- The Void
- The most important things are empty inside
- The people inside it become important
- Queue that something is going to happen
- Mausoleum in level
- Inner Calm
- Complexity can be hidden
- Give little, simple things multiple purposes
- Collect documents for information, for physical collection of goal, and for player satisfaction
- Not Separateness
- Connection between player story, game’s story, and the psychology of the player
- Great games connect us and change us!!
- My focus if this was a full blown game would be the plot and environment
Indoor Level
The first project for Game Design I at Shocker Studios.
Status | In development |
Author | Chloe Kinga |
More posts
- It's About Drive, it's About PowerOct 03, 2022
- Improvements: ImplementedSep 26, 2022
- Improvements: To Do ListSep 21, 2022
- Detailing the LevelSep 19, 2022
- Creating a Medieval LevelSep 12, 2022
- Expanding Materials/LightingSep 05, 2022
- Setting Up Our Game PageAug 28, 2022
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